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New Anti 3 Gen should be changed to 10-12 kicks
I feel like 8 is far to few, most of the times the killer that 3 gen kick it upwards of 30 times each, I think 12 is more fair for killer who don't 3 gen especially if survivors go down a lot to surge.
Why Punish the killer for the mistakes the survivor makes?
Comments
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Eruption is so trash with this. Basically every kick is going to take 2 stacks for it. (1 kick, 1 down)
Ruin is going to be good, because it shouldn't count towards it, so you get kinda early game regression for free.
Blocking perks are going to be way better now.
CoB, Overchange should get buff with this. Those are beyond useless when it is so limited...
I wonder how Opression is going to work, but that CD is just way too high...
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do you actually go around dry kicking gens more than 8 times a game?... if you do, you are playing killer wrong.
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It's not just kicking. So not really... With Eruption you will need only 4.
It's also quite normal with Wraith, because you do it fast with addons... It's kinda why not kicking.
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I'm really concerned that this directly nerfs Trail and Nowhere to Hide. Have we gotten confirmation as to whether this will prevent you from kicking a generator at all after 8 or just that it will no longer regress the gen?
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you don´t need 8 eruptions in one generator
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Well it also counts Pain Res, Surge, Eruption etc. Any instant gen regression.
Personally though I think 8 is more than fine, if you damage a gen 8 damn times you're just hard camping it at that point. I play Skull Merchant for the Entity's sake and I have never hit a gen more than maybe 4-5 times.
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You usually trigger it on mutliple.
With Surge that's basically 3 stacks per down.
Eruption is just gone. That's not worth using for such a limited resource, which damaging generate is going to be now.
Pop, Pain res are going to be used even more than before, simply because actual effect is way better and you have still many kick left.
Ruin might see some light again, because it shouldn't count towards this. You could use it with Surge.
CoB and Overcharge are ultra trash now.
DMS, Corrupt, Deadlock, Grim Embrace are going to be great now.
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Even worse with trail of torment or nowhere to hide as you don't get any regression from them, at all lol. (Except for the kick)
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I mean, they are still going to work similar to how they work now.
Nowhere to hide is going to be worse a little, but not that much compare to some other perks.
You want to make sure there is no survivor around to stop regression. That's always good.
You should be able to use it even if gen can't get any regression for aura reading.
I wonder how Trail of torment is going to work when this feature is active.
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oppression makes you begin regressing generators. it does not apply generator event action. The change is really good. one of the best changes they have made in long time however i think the regression is a bit low per gen-kick. I think they should increase this to 8% to be same as Surge perk. one of the smarter changes they have done in long awhile.
I like billy changes and 3 gen changes.
i don't think it prevent you from kicking gens. it just doesn't reward you with gen regression after 8 instances so all the perk still work. kicking gen would still proc nowhere to hide but no regression etc.
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Sure, but how is going to work Opression, if survivors miss that skill check? Same for Overcharge?
Is that event from perk, or from survivor? It's forced trigger by perk, so there is chance it might count..
Opression still has really high CD, so I doubt we are going to see it.
I like the idea, issue is many current regression perks are simply too weak, if you consider it as limited resource.
What I find problematic is survivors don't have to worry about 3-gen at all. No need to spread gens.
From actual gen regression perks, I think only pop and pain res are worth using. There will be more blocking perks tho.
Maybe Ruin, but I would prefer % over this change...
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We don't know own if it will still allow kicks, but even if it does, what about ToT?
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according to Peanits, he said that event skill-check are not counted. Oppression only begins regress and does not count towards kicks but it does count initial gen-kick on gen you kick counts. Overcharge begins regression if you fail a skill-check and does not count but manually kicking gen counts.
The only thing that is not explained is what happens if killer kick a gen 8 times and survivor fails skill-check? Does gen still regress for 10% and begin regression? I am going guess that it does regress for 10% and begins regular regression. It leaves vulnerability for killer to still regress gens but this only happens if survivor is bad at skill-checks.
regression perks are going to be like exhaustion perks for survivor. If you decide to run a build like Pain res, Pop, Eruption and Surge.
A single down would proc Pain res(1), Pop(2),Eruption(3) and Default kick(4). If you proc surge(5) instances of regression will occur. You will quickly exhaust all your gen-kicks by stacking perks. You can still stack these perks but like exhaustion perks, Stacking Dead hard+Balance landing+Lithe+Dramaturgy is not a smart idea because you can only use 1 from exhaustion.
I assume gen regress at rate of 0.00 c/s otherwise trail of torment would not function correctly. Their change is mostly target towards 3 gens specifically.
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Gen management should be a survivors business. As a survivor, if you end with three gens close together, you screwed up.
I can't understand why, as a killer, I need three brains to guess and calculate an enormous amout of things on (and off) screen, and survivors can't live with the idea of NOT LEAVING THE THREE GENS CLOSE TOGETHER UNTOUCHED BEFORE DOING THE OTHERS. Am I the only one?
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regression perks are going to be like exhaustion perks for survivor. If you decide to run a build like Pain res, Pop, Eruption and Surge.
Problem with this is how actual effects suddenly have high impact. Pop was already limited effect, so it's not changed in any way. Same for Pain res. So two best slowdown perks are not changed in any way and they will be used even more.
But suddenly those little effects like Surge, Eruption are way weaker when it becomes limited resource. They used to be quite decent together, but with this you are just going to drain those change stacks too fast for them to be any decent.
Jolt will probably stay viable for non-competitive players, who just want to chase.
Otherwise upcoming slowdown builds I would guess:
- Grim Embrace, Pop, Pain res
- Corrupt, Deadlock, Grim Embrace
- Ruin, Surge, Sloppy (ignore gens)
Eruption, CoB, Overcharge are just bad.
Unless you want to use CoB as information perk for some reason...
I wonder how Overcharge is going to work, when gen was damaged 8 times (skill check).
also how DMS is going to work with Grim Embrace. Grim Embrace with Thrilling tremors...
Grim Embrace unless nerfed is going to be meta and survivors are not going to like it.
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it´s 8 kicks per generator, 56 kicks in total
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need more than 15.
because perk is Also counts:
Eruption + Surge count 3 (kick 5% for eruption down a survivor eruption 10% surge 6%)
hook survivor with Pain Resonance kick gen with Pop Goes the Weasel count 2.
this gen Only left 3 time.
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with perks like nowhere to hide and eruption it can be good.
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You manage to kick the same generator more than maybe 3 times with Eruption? I wish I played against your survivors...
Seriously though, Eruption is not trash with this change. You get 5% now on your kick instead of 2.5%.
This gives you more time to proc the Eruption outright, increasing your chance of getting value, and you now get 10% without having to stop. You also cause screams as well on that gen, and it takes 4.5 seconds to break the regression now, so you get potential to interrupt repair attempts too, both before, and after Eruption pops.
Then there is the elephant in the room... If you got 4 downs on 1 gen, you also likely got 4 hooks... that means you're not far away from getting some one out of the game, all from 1 gen. Sounds to me like you're doing well in this scenario.
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i don't think it is going affect normal gameplay even with using surge/eruption/pop/pain res. It really only nerfs excessive 3 gen kicking which this particular build is extremely potent at. Surge and Eruption are not useless. they're solid perks. eruption is a little on lower pick-rate performing side so maybe it could use 10 second of incap to bring a bit closer to its original form but it is still usable.
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You get to defend every gen on map? That's new to me...
Survivors don't really need to care about 3-gen anymore and just brainlessly work on any gen they find. I don't think that's a good thing.
When you get to 1/2 gens left, Eruption will waste regression stacks too fast to be valuable. That effect is simply not worth it at that point.
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When have you ever seen Eruption as single regression perk (since nerf)? It's simply not good enough for that.
You could make it work only with stacking other small effects like Surge for example and Nowhere to hide.
That is not going to work with this update anymore.
Your options from regression are either pop, or pain resonance. So basically two best regression perks are even better now.
You are going to see more blocking perks and maybe ruin.
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You definetly don't want to bring Incapacitation back. That's not healthy effect in my opinion.
Just buff % for all those small kicking perks, that's easiest and best.
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eruption is designed for incap. the incap was there because perk requires killer to do a secondary objective to kick gens to use the perk. it is missing the proper effect resulting in lower usage and efficacy rate on the perk. I still use the eruption with pop but recognize that the perk could be improved.
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I just don't like noob/soloQ stomping perks. Old Eruption did exactly this.
It's pick rate dropped hard and it will drop even more with this update.
Simple % change would mostly fix it and it works same against everyone same. Just make it worth it.
I really enjoy build with Eruption and Nowhere to hide on Wraith, but I am not going to keep it with this update. You will want to keep as many regression stacks as possible for late game, that's why ruin and blocking perks are going to work way better with this update.
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the SWF exploit on letting go of a gen could easily be fixed by adding a clause where the perk has lingering effect of 10 seconds.
Causes all Survivors repairing within last 10 seconds of the repairing a generator to be incapacitated for 8/10/12 second
Instead, they over-nerfed the perk by a lot then buffed a little bit from PTB.
After watching Hens use Grim Embrace, I will also be dropping eruption but not for reason of eruption being weak. Every killer now will be running Pain res+Grim Embrace because it is too strong in current iteration.
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8 is more than enough. Realistically no gen needs to be hit by any regression more than 8 times, especially with the changes to tapping gens. This new anti 3 genning is a win win for both sides and actually the most solid and best designed feature recently implemented in the game (anti camping feature is laughable in comparison).
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